These drugs are taken from GURPS Cyberpunk. I have converted them to CP2020 format using Ocelot's Drug Lab, but you don't need the Drug Lab to use these drugs in your game, since I've described all the drug effects. If you don't use or don't agree with Ocelot's Drug Lab, you may want to increase the cost or modify the difficulty for each individual drug, depending on general drug availability and the tech level of your campaign.

Crediline (STR 2, 165eb/dose)

This drug makes the user more likely to believe anything he is told. While Crediline is in effect, the user feels very happy; everything around him makes sense, and everyone is a trusted friend. After it wears off, the user becomes extremely paranoid. The drug is usually unavailable to anyone except psychiatric doctors, who can utilize it in therapy. It can be found on the black market, and police and intelligence agencies sometimes use it. It is injected. Game Notes : Crediline reduces COOL by 2 for 1D6 x 10 minutes and makes the user very susceptible to interrogation. It takes effect in 1D5 turns and is non-addictive.

When injected into a patient with a bleeding wound, this causes instant coagulation and a cessation of bleeding within 1D4 + 1 seconds. The drug should be injected as close to the wound as possible. An injection prior to sustaining a wound will have no effect. Very small overdoses of this drug will kill. For this reason, hypercoagulin can be a useful assassination tool. Game Notes : Hypercoagulin is an inexpensive medical drug whose STR can be added to any First Aid or Medtech rolls made to stabilize a patient. Note that its Short Duration is not used to calculate the length of its effects, but as an indicator of how long between doses a user can go without ODing (in this case, 1D10 minutes).

Coagulant (10) + STR 3 = 13 Diff. Times 1 for Short Duration is 13, times 1.5 for Injected form is 19.5 total difficulty. It is by Prescription Only, so 19.5 difficulty times 5 gives us 97.5eb/dose.

Morphazine (STR 2, 52.5eb/dose)

This drug puts the patient into dreamless sleep for several hours. It is taken in tablet form. Morphazine is commonly available as a reliable, powerful sleeping pill, though only through prescription. Game Notes : Morphazine puts you to sleep. Users attempting to resist the effects of the drug make a BOD save at -2 (roll under BOD -2 or fail) or become unconscious for 1D10 hours. Success on the BOD save means that the user takes a -2 penalty to all actions until the drug wears off. Morphazine takes effect in 2D6 x 10 minutes.

Soporific (5) + STR 2 = 7 Diff. Times 3 for Long Duration is 21, times .5 for Tablet form is 10.5 total diffiiculty. It is by Prescription Only, so 10.5 difficulty times 5 gives us 52.5 eb/dose.

Neurovine (STR 2, 1000eb/dose)

This is an antidote for nerve poison. If taken within 15 seconds of poisoning (assuming you're not dead), a Neurovine injection helps stabilize the poison until further treatment can be sought. Note that Neurovine is in itself frequently deadly. Game Notes : Neurovine adds its STR of 2 to any saves made versus neurotoxins if administered quickly after exposure. Its Short Duration is an indication of how long between doses a user may go without overdosing -- 1D10 minutes. After each application, users must make a Death Save at +2 or die. Of course, if you don't take Neurovine, you're guaranteed to die ... It is cheap to manufacture, but its rarity bumps cost up 50 to 100x.

Antidote (15) + STR 2 + Death (-15) = 2 Diff. Times 1 for Short Duration, is 2 difficulty, times 1.5 for Injected form is 3, times Type A Illegal is 10eb/dose.

Revive (STR 2, 7eb/dose)

These are small breakable capsules which have an effect similar to smelling salts; if snapped open under the nose of a stunned or unconscious person, they will cause the person to wake up. Revive is legal. Game Notes : Revive allows unconscious or stunned users to make a Stun/Shock save to return to consciousness, adding its STR of 2 to the roll. Once awake, users are frequently confused for a 1D10 minutes; -3 to all Awareness rolls and tasks requiring concentration. It is non-addictive and takes effect in 1D5 turns. Its Short Duration is an indication of how long between doses users can go without risking an overdose (in this case, 1D10 minutes).

Stun Reducer (10) + STR 2 + Lack of Concentration (delayed, -5) = 7 Difficulty. Times 1 for Short Duration is 7, times 1 for Inhaled form is 7, times 1eb for Legal gives us a total cost of 7eb.dose.

Retro (STR 1, 110eb/dose)

Retro is a memory-enhancement drug often used in psychotherapy and interrogation. One milligram (often abbreviated as a "mike" on the street) gives the user recall akin to eidetic memory of the past 1D6/2 days. Retro is physically and psychologically non-addictive. It is very expensive on the street, but a licensed psychotherapist, doctor, or hypnotherapist can obtain it for half that price. It is usually crushed into an inhaler. Game Notes : Retro provides the user with a +2 INT for the purposes of accurately remembering any event within the specified time period (Difficulty depends on GM"s call). With each use, roll 1D10 : a result of 1 indicates that the user has lost 1 permanent point of INT. It takes effect in 1D2 minutes; the effects last 1D10 minutes.

Mnemonic Enhancer (15) + STR 1 + Possible INT loss (-8) = 10 Diff. Times 1 for Short Duration is 10, times 1 for Powdered form is 10, times 10 euro for Type A Illegal gives us a total cost of 100eb/dose.

Face (STR 2, 180eb/dose)

Face (short for "interface") is the drug du jour among fast-lane netrunners. Face is taken with an inhaler directly into the throat or nostrils. Game Notes : Face increases INT by +2 for 1D6 x 10 minutes. Once it wears off, it reduces original INT by -2 for 1D10 hours. It takes effect in 1D5 turns and is Mildly Psychologically Addictive, with an AD of 4 (roll above 4 every 1D3+2 uses or become addicted). If addicted, cravings appear in 2D6 hours, and if not satisfied, withdrawal symptoms set in 4D6 hours afterwards.

Sandman is the latest in mickey finns -- a high-tech, chemically engineered knockout drug. It is available in liquid and aerosol form, and is clear, odorless and nearly tasteless. Though illegal for civilians, it is commonly used by police forces as a Mace or pepper spray substitute, or simply as a convenient way to subdue a target. Game Notes : Sandman puts you to sleep. Make a BOD save at -3 (roll under BOD -3) or fall unconscious for 1D10 hours. It is an aerosol, so it is contact in application and takes effect in 1D5 turns.

Soporific (5) + STR 3 = 8 Diff. Times 3 for Long Duration is 24, times 2.5 for Aerosol is 60, times 10 for Type A Illegal is 600eb/dose.

Sin (STR 1, 90eb/dose)

Sin acts as an anti-depressnt, aphrodesiac and uninhibitor without causing a hangover, which makes it popular. It also occasionally sends people into a psychotic killing frenzy, which makes it illegal. It is manufactured in 25mg capsules. Game Notes : Though cheap to manufacture, it is extremely illegal (cops HATE this drug), and thus prices are usually bumped up 5x to 10x. It adds +1 to Endurance skill checks and has a 2 in 10 chance of causing absolute psychosis for 1D10 hours (Difficult Resist Torture/Drugs rolls to avoid attacking your friends). It is Highly Physically Addictive, with an Addiction Number of 2 (roll above 2 on 1D10 every use or become addicted). If addicted, cravings appear in 1D6 hours, and if not satisifed, withdrawal occurs in 5D6 hours.

Slammer is a violent psychoactive used by combat troops and some totalitarian police forces. It is illegal, but widely available and popular among street samurai, gang members and anyone else who enjoys senseless violence. It is taken in derm form. Game Notes : Slammer allows users to ignore 2 levels of wound penalties, increases REF by 2, reduces INT by 2, and inspires aggresive behavior and paranoia. (COOL penalties suggested). It takes effect in 10 + 2D10 seconds, and the effects last 1D10 hours. It is Mildly Psychologically Addictive, with an Addiction Number of 4 (roll above 4 on 1D10 every 1D3+2 uses or become addicted). If addicted, cravings appear in 2D6 hours, and if not satisifed, withdrawal takes place 4D6 hours afterwards.

Rage causes immediate, extremely violent and psychotic behavior in all subjects 1D5 turns after it is injected. After it wears off, users are shaky and nervous. Rage is sometimes used by licensed physicians for psychotherapy; otherwise it is only found on the black market. Game Notes : Rage adds +1 to all Stun/Shock and Death saves. After it wears off, INT and REF are reduced by -1 for 1D6 x 10 minutes, and painful tremors, dropping REF by an additional -2, persist for 1D10 hours after that.